Links

Action Points

Action points give character the means to affect
game play in significant ways, by improving important rolls or unlocking
special abilities. Each character has a limited number of action points, and
once an action point is spent, it is gone for good.

You can spend 1 action point either to add to a
single d20 roll, to take a special action, or to improve the use of a feat.

Acquiring
Action Points

Each player will receive 1/2 their character level +3 in Action Points (Max 10). Action Points may Refresh after each
new level or each game segment depending on the DM. All Action Points must be used by the end of each level, they do not
carry over to the next level. DM's may alter this by making Action Points refresh at other times such as specific times during the story arc.

At higher levels you may roll more then one action die. The effect is not accumulative. You take the highest number rolled. At 8th level roll 2d6 – Take the highest rolled. At 13th level roll 3d6 – Take the highest rolled. At 18th level roll 4d6. After that it increases +d6 / 5 levels.

You may only perform one action
point related action per round. Action Points may be used in the following
manner:

1

Action Point

2

Action Points

Action Point Feats

·Increase your Armor
Class

·Increase effective
caster level

·Replenish Mana

·Improve an attack
roll

·Confirm a Critical
Strike

·Increase Saving
Throw modifier

·Stabilize a
character

·Gain extra Standard Action

·Gain extra use of
Spell like Ability or Power

·Gain one use of a
Feat

·Increase Damage

·Increase Spell Save
DC

·Ask for DM
Assistance

Reroll*

Parry

·Gain DR/ER

·Gain a critical
strike

·Decrease duration of
action

·Ignore miss chance
on Blind Fight Feat

·Double AC Bonus of
Combat Expertise Feat

·Increase Dodge Feat
Bonus

·Increase Improved
Critical Feat

·Increase Improved
initiative Feat

·Improve Meta Magic
Feats

·Increase Power
Attack Feat

·Increase Spell
Penetration feat

Action Boost

Action Surge (BAB+3)

Counter Attack
(BAB+6)

Heroic Skill Use

Heroic Action
(BAB+9)

Heroic Spirit

Heroic Strike
(BAB+5)

Unless stated
otherwise the effects below last for 1 round.“X” = an action point die roll. Normally an action point is
rolled with a d6, however certain feats can increase the die.

Action

Cost

Description

Increase your Armor Class

1 AP

Increase your Armor Class by
"x".

Increase effective caster
level

1AP

Increase the effective
caster level of one of your spells by ½ “x” (rounded down).Must decide this before casting the
spell.

Replenish Mana

1AP

Increase your available Mana
by “x” amount

Improve an attack roll

1AP

Increase your attack roll by
“x”

Confirm a Critical Strike

1AP

Automatically confirm a
critical strike

Increase Saving Throw
modifier

1AP

Increase your saving throw
modifier by “x”

Increase a skill check
modifier

1AP

Increase your skill roll check
modifier by “x”

Stabilize a character

1AP

Automatically stabilize a
character

Gain extra Standard Action

1AP

Gain an extra standard action. If you make an extra attack it is at your
highest attack bonus.This maybe used for melee and ranged
attacks. You may also cast a spell. You may perform any action that requires a standard action.

Gain extra use of Spell-Like
Ability, Supernatural Ability

1AP

Use a class feat you have
which is limited to a # of times per day to use it 1 extra time per day

Gain one use of a Feat

1AP

Use one feat or skill that
you do not have. Skill rank is roll of action point die. Feat is used as written.

Increase Damage

1AP

Increase damage with melee,
ranged weapon or spell by “x”

Increase Spell Save DC

1AP

Increase spell save dc ½ “x”
(rounded down)

Ask for DM Assistance

1AP

Stuck …need divine
inspiration. Examples would be …how do
we get out of this trap, what was the magic word to activate that again, what
is this monster immune to, what is the monsters weakness, what did that
important guy at the start of the game say again…

Sudden Metamagic 1AP Once per day you may use any of the following Sudden Metamagic Feats: Sudden Empower, Sudden Energy Affinity, Sudden Enlarge, Sudden Extend, Sudden Maximize, Sudden Quicken, Sudden Silent, Sudden Still, Sudden Widen. You must have one metamagic feat.

Gain Spell/ Power Reuse1AP Gain the ability to cast a spell or use a power that you have used previously that day without spending any mana

Reroll 1APThe player may reroll the very last roll that they did. They must abide by the result of the new roll.

Parry 1APWhen struck with a melee attack, you may parry the attack. Make a melee attack roll at your current highest attack bonus (so penalties from power attack et al on your last action would still apply). If you beat the attack roll, that attack misses. Note that since you have already spent an action point on this roll, you cannot spend another to improve it.

Decrease the duration of an
single action by one step. Full Round Action becomes Move or Standard Action

Move or Standard becomes Swift or Immediate Action

Swift or Immediate becomes Free Action

Ignore miss chance on Blind
Fight Feat

2AP

Negate your miss chance for
a single attack.

Double AC Bonus of Combat
Expertise Feat

2AP

Double the bonus to Armor
Class granted by the feat. For example, if you take a penalty of -3 on your
attack roll, you gain a +6 dodge bonus to AC. (three rounds)

Increase Dodge Feat Bonus

2AP

Increase the dodge bonus
granted by the feat to +2. The effect lasts for the entire encounter.

Increase Improved Critical
Feat

2AP

Double your critical threat
range. Since two doublings equals a tripling, this benefit increases your
threat range from 19-20 to 18-20, from 17-20 to 15-20, or from 15-20 to
12-20, including the effect of your Improved Critical feat. This benefit
stacks with the benefit from Improved Critical, but not with other effects
that increase threat range.(three rounds)

Increase Improved initiative
Feat

2AP

Double the bonus on
initiative checks granted by the feat, from +4 to +8. The effect lasts for the entire encounter.

Greater MetaMagic Feat

2AP

Add the effect of any one
metamagic feat that you have to a spell you are casting. The spell is cast at
its normal spell level and takes
no extra time to cast. You can not use this ability to increase a spells
effect above a spell slot that you can already cast. (one round)

Increase Power Attack Feat

2AP

Double the bonus on damage
rolls granted by the feat. For example, if you take a penalty of -3 on your
attack roll, you add +6 to your damage roll. (three rounds)

Increase Spell Penetration Feat

2AP

Double the bonus on caster
level checks granted by the feat, from +2 to +4. The effect lasts for the
entire encounter

Action Point Feats

These feats can be
taken like any others, but they pertain strictly to action points.

Action Boost

When spending action points to alter attacks, skill checks,
ability checks, or saving throws, you roll an additional die and take the best
roll of the group.

Action Surge

You can double the duration or usage of action point action.
Prerequisite: Base attk bonus +3

Counterattack

If an opponent misses you in melee and you spend an action
point, that opponent is considered to have provoked an AoO from you. Prerequisite: Base attk bonus +6, Parry